Forgotten Gems: The Legendary Ogre Battle

Forgotten Gems is a regular column about notable games that have moved out of the public eye and may not be easily accessible anymore. To see all the other games I’ve covered so far, be sure to check out the 11 previous issues of Forgotten Gems in our Columns section.

I can’t look at the box art for Ogre Battle: The March of the Black Queen without “hearing” Ogre Battle: The March of the Black Queen. From its iconic main theme to the cheers and jeers sounds when liberating towns, and the muffled “fight it out” and “thank you!” voice samples – it all comes right back. I haven’t played this – now sadly obscure – SNES strategy RPG in three decades, but booting up the dusty Japanese cartridge on my Super Nt instantly reminds me why I skipped pesky, non-essential things like sleep when I first brought it home.

Like so many things, my love affair with the Ogre Battle series started in 1993 during my college years in Japan. I had devoured Final Fantasy IV and V, and with the next installment in my favorite RPG series still a year off, I was looking for anything to fill the void. Ogre Battle’s cover art immediately called to me. No surprise, really – it’s the early work of a future master of character design: Akihiko Yoshida. You may not know his name, but you probably know Vaan and Ashe from Final Fantasy XII and have no doubt seen Yoshida’s art style in everything from Vagrant Story and Bravely Default, to Nier Automata.

Developed and published by Tokyo-based Quest, with support from Nintendo, Ogre Battle: The March of the Black Queen faced some tough odds: namely, a vibrant and crowded RPG scene dominated by Square and Enix (still two separate companies at the time). Yet somehow, this virtually unknown studio landed a critical and financial hit that instantly turned heads – and eventually led to Enix itself bringing the game to the US.

Is This the World We Created…?

If I had written this column a few months ago, as planned, I would’ve told you that Ogre Battle was both the start and the end of a sub-genre branch on the evolutionary tree of roleplaying games. Players don’t control a character or a party on an overworld map, they control multiple teams in real time. There aren’t any random battles. Instead, enemies move across the world in plain view, just like the player’s units. And when two groups bump into each other, the screen switches to an isometric display with the individual units duking it out in turn-based combat. But you’re not actually in direct control – battles are largely automatic, with the placement and classes of the characters determining their attacks and defensive moves. Instead, you assume the role of an omnipotent strategist, intervening with tactics changes and by playing magical tarot cards that you collect during the exploration phase.

It’s a bold departure from Nintendo’s slower-paced, turn-based gameplay in Fire Emblem and Square’s influential active-time battle system that was affecting the design of every other RPG in development. Although you can pause the action during both overworld exploration and battle screens, Ogre Battle feels fast and relentless by comparison, driving you to make choices and adjust your strategy on the fly like in a modern real-time strategy game.

On top of the combat and exploration elements, there is an economic element – freed towns earn you money that you need to finance additional unit deployments – as well as the clever, but sometimes hard-to-understand interconnected reputation and alignment systems. You can be more lawful and raise a character’s alignment by attacking enemies of higher level or of lower alignment, or descend towards chaos by picking on those of lower level or more lawful than you. Take too much time during your conquests and your reputation – known in the Japanese version of Ogre Battle by the awesomely flowery name “Chaos Frame” (later adopted by the localized sequels, too) – will drop by the day. Meanwhile, liberating or capturing towns with characters of high or low alignment will similarly influence your reputation in the world of Ogre Battle, which ultimately impacts what characters you can recruit and what ending you’ll get.

Despite the fact that you never directly control a singular character, each warrior has a detailed set of stats, including RPG staples like Strength, Agility, Intelligence, Charisma, Luck, and hitpoints, in addition to the aforementioned alignment. Plus, there are many different character classes – including powerful monsters that cause a lot of damage but cannot lead a party. It’s a surprisingly deep system, given that its main gameplay loop unfolds in real time. Well, accelerated real-time with different speed settings – and there’s even a day/night cycle that affects certain units. Have a vampire on your team? During the daytime, you don’t! You just have someone snoozing in a coffin who can’t attack. If that sounds daunting, know that it does take a bit of time to get into and understand it all, with even expert players trying to puzzle out all the nuances over multiple playthroughs on how to master the reputation system and get the best ending.

Sounds like the beginning of a new, lasting series that would surely be around forever, right? This is Forgotten Gems, remember?

Breakthru

Ogre Battle: The March of the Black Queen sold more than half a million copies – a fifth of that via a PlayStation limited edition re-release some three years after its Super NES debut in 1993. But creator Yasumi Matsuno had big plans for his new roleplaying saga, even before it emerged as a surprise hit. March of the Black Queen is subtitled Episode V and was meant to be the first story in a seven story saga, with chapters I-IV acting as prequels.

As a newly-minted fan, I didn’t know all that and searched in vain for the previous games – there was no internet in the early ‘90s to tell me “five really means first”. But I also didn’t have to wait long for a sequel to Ogre Battle to be announced. But instead of a direct sequel and a sixth or a prequel episode, the next Ogre Battle game would be Tactics Ogre: Episode VII.

If you’ve played Tactics Ogre, you know it’s a huge departure from the original Ogre Battle in everything from the story focus on politics over high fantasy to its slower-paced, chess-like gameplay. Which may relate to a character trait of Matsuno’s that he himself has highlighted in interviews with the Japanese press over the years: he tends to get bored with his creations, even if players don’t.

Someone will make something better, so I’ll make something different.” — Yasumi Matsuno

Inspired by games like Solstice and Landstalker while finishing up development of Ogre Battle, Matsuno fell in love with the idea of making an isometric action game. That game idea morphed into a full-fledged pitch for an Ogre Battle Saga game called Lancelot: Somebody to Love, which would eventually turn into Tactics Ogre: The Bequest of King Dorghalla, before settling on the final, once again Queen-inspired, subtitle: Let us Cling Together.

Under Pressure

“Someone will make something better, so I’ll make something different”, Matsuno said in a 2018 interview with DenFamiNicoGamer when asked about the change from Battle to Tactics. “It may be a strange analogy, but the first Alien, which was made by Ridley Scott, and the second film, which was made by James Cameron, have completely different ‘tastes’, right? It changed from being a sci-fi horror movie set in space to an action and war movie. I really like that transition.”

“When making a sequel to Ogre Battle, I intentionally aimed to create a completely different style of game rather than a ‘2’. I didn’t have any particular proof, but I was convinced that hardcore fans would probably be more happy with that.”

Unfortunately, nobody really stepped up to make a “better Ogre Battle”. I was initially disappointed in the new direction the Ogre Battle series took by abandoning its real-time roots, but grew to appreciate it and the many games like it that have followed over the years (Final Fantasy Tactics, Octopath Traveler, and Triangle Strategy, to name just a few). Matsuno left Quest after Tactics Ogre shipped and joined the company he was initially competing with: Square. At Square, he would go on to make Final Fantasy Tactics and Vagrant Story, before moving on again to, erm, redder pastures, such as working on slash-fest MadWorld from PlatinumGames.

Don’t Stop Me Now

But despite its creator’s departure, the core Ogre series wasn’t over yet. Quest programmer Tatsuya Azeyagi replaced Matsuno in the director’s chair and led a team with Megami Tensei Gaiden designer Koji Takino to fill the gap between Ogre Battle and Tactics Ogre. The game: Ogre Battle 64: Person of Lordly Caliber, the sixth chapter in the saga. Published by Atlus and Nintendo, the excellent and ambitious sequel featured polygonal maps and 3D-modeled, pre-rendered character sprites a la Donkey Kong Country and clocked in on the second-biggest N64 cartridge with 40MB/320 megabits, second only to Resident Evil 2’s 64MB cart.

If you’re up-to-date on Nintendo 64 history, the bigger the cartridge size, the bigger the risk for the publisher because cartridges had to be manufactured – and paid for – way in advance. That requires advance cash and can mean betting the studio’s future on a single game’s success. The result was that Ogre Battle 64 was impossible to find upon launch. It sold a more modest 200,000 units, but given the positive reviews and word of mouth, its fate was no doubt caused less by gamers not being interested and more by it not being available to purchase. I vividly remember the many frustrated letters we received at IGN64 during those days.

Quest needed money. It sublicensed Ogre Battle to SNK, who were looking for hot properties to adapt for the new NeoGeo Pocket Color handheld system, a capable and underappreciated competitor to the Game Boy Advance. The result was that Ogre Battle suddenly saw a bit of a renaissance. Two “side story” (Gaiden) games from two different developers followed Ogre 64 in quick succession: SNK’s Ogre Battle Gaiden: Prince of Zenobia for NGPC and Quest’s own Tactics: Ogre: The Knight of Lodis for Game Boy Advance. Both games’ stories run parallel to the events in the very first game, Episode V, with the GBA title bridging the events between Episode V and VI.

All Dead, All Dead

The NGPC title – more of an imitation of the original than a game that could rekindle the flame – was a mere blip on the radar, while the GBA Tactics Ogre saw respectable sales, certainly for a strategy title, with more than 380k units sold through. Yes, it outperformed its 64-bit brother despite the GBA’s rich RPG and strategy library and a total lack of them on Nintendo 64. Was I the only one who preferred the classic Ogre Battles to the isometric tactics variety?

But what seemed like a rebirth actually proved to be the end of the line. In 2002, Square acquired Quest – and despite our wildest dreams of a reunited team working together to finally give us the first four chapters of the story, we only got a Tactics Ogre remake for PSP – and later, with very little fanfare, a new take on the same game again via a 2022 remaster called Tactics Ogre Reborn.

The Miracle

But before I leave you on another downer of an ending because nobody is working on another true Ogre Battle game (at least, that we know of) and somehow, neither the SNES original nor its N64 sequel are easily accessible, have you heard of Vanillaware? Well, the saints behind Odin Sphere and Dragon’s Crown seem to have a soft spot for Ogre Battle as well. Unicorn Overlord arrived as an absolute highlight for SRPG fans in early 2024. If you missed it, give it a shot! When it was first revealed in Nintendo’s September 2023 Direct, I had to do a double take because I genuinely thought it was a new Ogre Battle game.

So perhaps Matsuno was right all along – it just took a few years to get there. Somebody did make “something better” and a promising new RPG sub-genre continues under the banner of a new queen.

Where can you play it now?

But back to the classic Ogre Battle RTSRPG titles. In case you lost count, the 16-bit Tactics Ogre – which was never localized on Super NES – got a Saturn edition in Japan, then a translated wide release on PlayStation, then it was remade for PSP, and finally remade again in 2022 on everything but Xbox. Sadly, the original Ogre Battle was last seen in the west on the Wii Virtual Console in 2009, though Wii U and 3DS saw Virtual Console editions in Japan in 2013 and 2017, respectively. Ogre Battle 64 hit the Virtual Console on Wii in 2010 and saw a late release on Wii U in the US in 2017, as well. Neither title has seen multi-platform or compilation releases nor an announcement for Nintendo Switch Online. Given that Square titles have been entirely absent from Nintendo’s subscription service, it’s unlikely we’ll see them added anytime soon.

Which leaves the possibility of a future compilation – or, the old-fashioned way to legally play them on the platforms they were released on. Bad news, folks. The original Ogre Battle: The March of the Black Queen cartridge commands a price of almost $200 (loose) on eBay. Ogre Battle: Person of Lordly Caliber is a steal, by comparison, costing $100 for just the cartridge (no box or manual). A copy of Ogre Battle Gaiden for NeoGeo Pocket Color could be yours for just $30, on the other hand – and thanks to the new NGPC core and converter you can play it on the Analog Pocket’s gorgeous screen, too, if you own this fantastic retro handheld. In general, Japanese versions of all three Ogre games are way cheaper since more carts were manufactured, but know that you can’t switch the in-game text to English.

What about you? Are you interested in replaying either one of the three Ogre Battle games on a modern device? Or are you content with the torch passing to Unicorn Overlord as Square’s prime medieval-based strategy RPG series?

Peer Schneider heads up IGN’s Guides, Tools, and Map Genie teams and hopes to one day see Square bring back Matsuno to give us Ogre Battle: Episode I – The Show Must Go On.

Guide: Best Star Wars Video Games, Ranked – Switch And Nintendo Systems

You sort the padawans from the poodoo.

In honour of ‘Star Wars Day’, as May 4th has come to be known, we’re republishing this reader-ranked list of all the Star Wars games on Switch and other Nintendo consoles. As they say in Britain, Fourth of May be wi—hang on…


The release of Star Wars Episode IX: The Rise of Skywalker back in 2019 may have ‘ended’ Star Wars as we’d known it for the previous four-and-a-bit decades, but all it really did was tie a bow on the cinematic tales of the Skywalker clan and the nine-film saga which began in 1977. After all, Star Wars is never really gone.

Read the full article on nintendolife.com

Zelda Live-Action Movie Director Confident “Fans Are Gonna Be Happy”

It’s a franchise close to his heart, like Star Wars.

Movie director Wes Ball has recently been doing press rounds to promote his new Planet of the Apes movie and he’s once again been asked about his upcoming live-action Zelda movie.

Although he can’t say much, during a chat with The Direct, The Legend of Zelda movie director reassured fans about his love of the series and how it has been “one of the most important things ever” in his life. He went as far as comparing it to his love of Star Wars from childhood through to adulthood and is seemingly confident “fans are gonna be happy” with the end product.

Read the full article on nintendolife.com

Nintendo Has Filed Two New Trademarks

Could Kirby and Mallo be returning?

It’s already been quite an interesting week on the Nintendo front, and now to add to this, it’s been discovered some new trademarks were recently registered by the video game giant in Australia.

As highlighted by Vooks, trademarks have been registered for the 2015 Wii U title Kirby and the Rainbow Paintbrush (Kirby and the Rainbow Curse) and 2015 3DS release Fullblox (also known as Stretchmo).

Read the full article on nintendolife.com

Wizards of the Coast Admits ‘Mistakes’ Around Dungeons & Dragons AI Art While Releasing New FAQ

Wizards of the Coast has released a new FAQ addressing the use of generative AI (GenAI)in Dungeons & Dragons and admitting it “made mistakes” in its lack of transparency regarding this use in its art.

The official D&D Beyond X/Twitter account made a post with a link to a new FAQ that aimed to “address how [Wizards of the Coast] assess and respond to generative AI concerns” regarding art commissions for both Dungeons & Dragons and Magic: The Gathering.

“Recently, we’ve had a few occasions where art used in marketing and game pieces has been publicly scrutinized, including for the possible inclusion of generative AI,” the opening paragraph of the FAQ reads. ” During this time, we’ve made mistakes while at the same time have also seen artists and their work misidentified as problematic in a variety of ways.”

The FAQ notes that Wizards of the Coast requires artists, writers, and other creative professionals who contribute to either or both games to “refrain” from using GenAI tools when crafting products. To combat those that may be using GenAI, Wizards of the Coast disclosed that it was “regularly evaluating resources” that could be used to detect when someone used generative AI.

The company also elaborated on why it may not respond to fans’ claims that GenAI may have been used in its artwork. One reason is that its internal investigation found the results inconclusive or that it made an internal decision not to work with an artist who used GenAI going forward but not publicly commenting to protect “the privacy of one or more individuals.”

This is not the first time Wizards of the Coast has been at the center of controversy for its use of Generative AI for artistic purposes. Last December, the company issued a statement reaffirming its anti-AI art stance after fans speculated that some of the art in the upcoming 2024 Player’s Handbook for Magic: The Gathering was because a dwarf was missing one of the arms, which is why the company used the technology in some capacity. A few weeks after the statement, the company disclosed that it used “AI components” in Magic The Gathering’s marketing artwork.

GenAI has become a hot topic in various industries in the last year. While some see the benefits of GenAI and artificial intelligence, others oppose the use of AI, especially in creative professions, as some may use it to displace people from jobs or potential work.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Viz Media Announces Magic: The Gathering Manga With an Exclusive Card

Yesterday, Viz Media announced the English release of a Magic the Gathering manga series called “Destroy All Humans. They Can’t Be Regenerated.” The manga’s physical release, due later this fall, will also come with an exclusive Magic card.

Destroy All Humans. They Can’t Be Regenerated, written by Katsura Ise and drawn by Takuma Yakota, is an ongoing manga series that was first published in 2018, according to MyAnimeList. The series, which takes place in 1998, follows a junior high school student named Hajime Kanou who goofs off with his friends by playing Magic: The Gathering. This garners negative attention from the school’s top student and Hajime’s academic rival, Emi Sawatari, who scolds him for bringing Magic to school.

Their relationship takes a turn when Hajime discovers Emi is the best Magic player at their local card shop, thus propelling their budding relationship and potential romance over their shared love of the game. If you’re a fan of YuGiOh! — which coincidentally also takes place around the same year — Emi and Hajime’s relationship reads as the polar opposite of Yugi Muto and Seto Kaiba. That is unless you read their relationship as a slow-burn romance, too.

Viz’s English licensing of Destroy All Humans. They Can’t Be Regenerated comes off the heels of Magic: The Gathering taking a victory lap with the financial success of its Fallout crossover decks. During a Q1 2024 earnings call, Hasbro CEO Chris Cocks taunted the Fallout crossover as its “best-performing Commander set ever.” Seeing as how the Fallout Magic collab came after the craze of its Lord of the Rings collab, it’s safe to say Magic players are eating well.

Now, Magic fans can look forward to upcoming video game collaborations with Final Fantasy and Marvel, as well as Destroy All Humans. They Can’t Be Regenerated and its yet-to-be-revealed Magic card to sweeten the deal.

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Arrowhead CEO Apologizes As Helldivers 2 Is Review Bombed on Steam: ‘I Just Want to Make Great Games’

Arrowhead CEO Johaan Pilstedt has released a statement apologizing to disgruntled Helldivers 2 fans in the wake of Sony forcing Steam players to link their accounts to a PlayStation Network Account in order to continue playing the wildly popular third-person shooter.

Earlier today, Sony released a statement announcing that new Helldivers 2 PC players will be asked to link their Steam accounts to a PlayStation Network account on May 6 in order to continue playing the game. This, in turn, sparked outrage from players on social media, with fans threatening to quit the game cold turkey over the new mandate, demand refunds, and flood Helldivers 2 with negative review scores.

According to Helldivers 2’s Steam customer review tab, the game has received thousands of 0negative reviews in response to Sony’s announcement, dropping its “mostly positive” review score to “mixed.” Helldivers 2’s subsequent review bombing led Pilstedt to apologize on his personal X/Twitter account.

“Ouch, right in the review score. Well, I guess it’s warranted,” Pilestedt wrote. “Sorry everyone for how this all transpired. I hope we will make it up and regain the trust by providing a continued great game experience. I just want to make great games!”

Pilestedt’s apology follows a previous tweet in which the Helldivers 2 boss directed disgruntled players to PlayStation Support if they had any questions about account linking rather than reaching out to Arrowhead.

In its statement, Sony rationalized its new Helldivers 2 account linking requirement as a safety and security concern, saying, “Account linking plays a critical role in protecting our players and upholding the values of safety and security provided on PlayStation and PlayStation Studios games.”

According to Sony, “technical issues” were to blame for Helldivers 2’s account linking being temporarily optional on launch. Come June 4, all current Helldivers 2 players must link their accounts in order to continue playing the game.

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Everything You Need to Know About the Party Royale World of Seal: What the Fun

Seal: What the Fun is out now in Early Access on PC via Steam, welcoming players from around the world to compete and have fun in its chaotic, unpredictable, and hijinks-packed party royale world. This will be one party for the ages, and we’re here to help break down everything you need to know about the brand-new game you won’t be able to put down.

Seal: What the Fun is all about getting straight to the mayhem and not overstaying its welcome. Each match starts with about 20 players and lasts only 10 minutes with three rounds of rotating party games. These games range from shooting sports to racing, climbing, surviving, and puzzle matching and the game supports solo and teamplay so you can get the exact party vibe that you want.

Some of that fun includes a life-size Air Hockey match that features a massive puck and players score by pushing it into their opponent’s goal, a race with obstacles that will undoubtedly create hilarious moments, a game where you use ball guns to shoot your opponents off a circular platform, and so much more.

The fun of these rounds will be figuring out the perfect strategy to survive to the end as you never know what chaotic energy each player will bring to the battle. Will you simply choose to be the fastest player on the board and find the quickest route to victory? Or will you play the villain and laugh your way to a win while knocking others to their doom? The choice is yours!

All these games will take place in creative and inviting stages that are just as fun to look at as they are to play in. From a Playroom that shrinks you down to toy-size and has you competing surrounded by colorful cubes, cars, planes, and more, to a stage based on the iconic Waterbomb Festival that’s filled with water attractions, water guns, and a concert stage, there’s a lot to look forward to.

Speaking of looking forward to things, Seal: What the Fun is also putting a huge focus on player customization and the chance to unlock charming and stylish costumes, items, emotes, and more to really make your character yours.

As of its launch, Seal: What the Fun lets players choose between six characters – Rascal Rabbit, Giant the Bear, Blanco the Dancing Cactus, Joe the Little Boxer, Pop the Magic-Trained Sheep, and Snowball the Tall and Quirky Carrot-Nosed Snowman. These characters also have nearly endless customization that each match is filled with unique and awesome contestants who really represent the players behind them.

In the middle of matches, you’ll get even more opportunities to let your personality shine with adorable and hilarious emoticons, emo-effects, and more.

Seal: What the Fun is available now in Early Access on Steam via PC for $14.99, a 25% discount from the standard price of $19.99!

Right now developer PlayWith is hosting an exclusive Early Access Event titled ‘WIN 100 CONSOLES!’ to give you the chance to take home a real Xbox Series X, PlayStation 5, Steam Deck, or Nintendo Switch. All you have to do to enter for a chance to win is get the game on Steam, complete the five weekly challenges, and submit a screenshot of your accomplishments through the event page!

Whether you choose to jump into the magic of Seal: What the Fun now or later, everyone is encouraged to join the game’s official Discord to stay up-to-date on all the updates and news that are released during the Early Access period. Discord will also be the place to talk directly with the devs and leave your feedback so the game can truly become the best party game it can be.

Seal: What the Fun wants to be a game built with the help of players and will continue to evolve and improve throughout Early Access and beyond. From new playable characters, costumes, and maps to smooth performance and new languages and localized content to cater to users’ different interests, there is so much to be excited about this party that is just beginning.

SteamWorld Heist 2’s new job system brings a whole scrapheap of customisation to the charming 2D XCOM-a-like

The original SteamWorld Heist was an absolute treat, slamming the charming robotic world of the SteamWorld series together with a 2D take on the turn-based strategy of your XCOMs and Valkyria Chronicles and such. With SteamWorld Heist 2 recently revealed for an August release on PC, developers Thunderful have teased some more details on the sequel’s shiny new job system.

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